Kingdom of Cupink

Overhead view

This is Cupink! Around year 6 I decided to start moving as much of my city above ground as I could. It's taken another 9 years to get to this point. At the top quadrant we have fruit/cotton farms, on the right quad an apartment building (with the marble roof) and some groves that I just use for clippings. In the bottom quad are the pastures and the left quad has my log supply The tall building in the center with the marble roof is another apartment, and the marble/basalt roof building on the left is the barracks and gatehouse

Now from the top down - this is Level 3

Note: Levels 3,2, and 1 are rotated 90 degrees CCW from the overhead view.
In the top quad here we have the kitchen and hospital next to a small gatehouse and a wheat-farm. Right quad has the butcher, leatherworkers, and bone carvers. At mid-right you can see the main gate complex and some of the soldiers quarters. At the bottom we have the carpenter's workshop and the left quad has the distillers and tailors.

Level two

The left and right quads here are just overflow storage areas for crafts and corpses. At the top we have the Blacksmiths and Metalworkers who are in a flurry of smelting and forging after a particularly large (and profitable!) goblin invasion as well as the Engineer's shops, which are currently overflowing with steel blade traps (which were a complete waste of resources, oh well).

Level one - ground-level apartments

In the top, left, and bottom quads you have ground-level apartments, as well as the marketplace at top. On the right you have my mushroom farm which produces WAY too many mushrooms.
You can also see the barracks hospital, dining room, and training grounds in front of the gate complex, as well as some areas where my squad of blunderbussers (identifiable by Bronze helmets) and pistoleirs (iron helmets) can snipe at the mant and goblin stragglers and they come through the gates, and then also just cruelly fire down into the pit-trap when they get stuck.

The overly-elaborate main gates

Here you can see my pitfall-trap in the middle, where enemies attempt to enter through the lowered mechanical walls, step on the pressure plate, are re-routed to walk on the hatches, and then fall in as soon as they step off the plate. This will usually suck up 90% of the goblins/ogres that come through (and if I have the second-layer pressure-plate/walls active it's more like 98%), but usually a steady stream of mants will make it through with only about 70% falling into the pit. The two red/orange guard stations on either side (which are really one station) allow my gunmen to fire down through the pillars and hatches at the helpless invaders.
At the bottom left is my 3rd-level defense, which is more about keeping gnomes in than goblins/mants out. If my hapless blacksmiths try to go running out and smelting armor during an invasion, they step on the pressure plate, close the wall, and fall into the hatch so they can come up and try again (or at least give me time to cancel their tasks). It is in the "completely closed" position now, but usually that wall is down unless someone steps on the plate, and enemies can come in through it to my guards who await just off-screen.

Pit trap mechanics.

This is the holding area for the pit trap in case my gnomes, gnomads, or merchants get stuck inside. Here I can either let my gunmen soften up invaders from above before I lower the wall and let my axe/hammer gnomes finish them off, or if they're feeling particularly lazy I can just use another lever to drop them 8 floors to their death.
And well, that's it! Hope you enjoyed it.